Filthy Lucre
Adventurer
Am I doing this right?
When my players are exploring, say a ruined/abandoned settlement I just have them tell me what they're doing and roll skill checks when and if necessary. If, for example, the rogue wants to sneak into a building where he heard a noise, I just have him roll for stealth vs. what, if anything, might detect him.
If PCs are climbing a cliff I just have them roll their climb checks to see how things pan out. There's really only "in combat" and "out of combat" and with the exception of speeding up time tremendously, to the tune of days/weeks/months, that's the only time that 'downtime' occurs.
I guess what I'm saying is I don't understand why we'd even need explicit 'exploration' rules when they're really just the application of skill checks... or is there something I'm not understanding? In terms of how I actually play the game, I run PF2e the exact same way I would run D&D 5e or Pathfinder 1e/3.x.
When my players are exploring, say a ruined/abandoned settlement I just have them tell me what they're doing and roll skill checks when and if necessary. If, for example, the rogue wants to sneak into a building where he heard a noise, I just have him roll for stealth vs. what, if anything, might detect him.
If PCs are climbing a cliff I just have them roll their climb checks to see how things pan out. There's really only "in combat" and "out of combat" and with the exception of speeding up time tremendously, to the tune of days/weeks/months, that's the only time that 'downtime' occurs.
I guess what I'm saying is I don't understand why we'd even need explicit 'exploration' rules when they're really just the application of skill checks... or is there something I'm not understanding? In terms of how I actually play the game, I run PF2e the exact same way I would run D&D 5e or Pathfinder 1e/3.x.